A-Z-TRAVEL

Choose a town to visit from A to Z. Find the first road beginning with A and
the last beginning with Z, and draw a line between the two. Walk the
length of this line and discover the city alphabetically.

AESTHETIC-TRAVEL

Turn a typical holiday into an aesthetic journey. Every time you stay in a
different "Hotel Bellevue", photograph, draw or paint the
view from your window.

AIRPORT-TRAVEL

Spend 48 hours in an airport without getting on a plane. Enjoy the
comfortable lounges, the different washing facilities, the shops and
the various eateries. Watch people skip through to the departure
lounge and let your eyes glaze over as you peruse the ever-changing
departures board.

ALTERNATING-TRAVEL

Leave your home on foot. Take the first road on the right, then the next on
the left, then the next on the right, then the next on the left, etc.
Carry on until something, a no man's land, a building or a
stretch of water, blocks your path and you can go no farther.

With the help of a telephone directory (internet, or other method) find a
person called Ariadne in a town of your choice.

Give Mr or Ms Ariadne a call and ask him/her what his/her favourite 21
places in the town are.

Mark each place on a map and visit them in a logical order.

BUDGET-TRAVEL

Travel on a total budget. Leave with not enough time and not enough money
available to do your trip. Choose a destination that has nothing to
recommend it, and where you have a limited understanding of the local
language.

BUREAUCRATIC ODYSSEY

Take
a tour of the following places known for their administrative
function (rather than their touristic value): waiting rooms, social
services offices, town halls, police stations. Use the facilities and
resources eg, photocopier, brochures, magazines, and sample the
gastronomic delights on offer eg, canteen, coffee machine, sandwich
shop, etc.

BY-NIGHT-TRAVEL

Arrange to visit a place and arrive at night. Spend the night exploring the
town and return home at dawn the next day.

CHANCE-TRAVEL

Insert the name of your home town into the index of a world atlas (if it's
not there already). Throw a dice then count that number of lines down
from your town. The one your finger lands on is the destination of
your trip.

So for example if you live in Melbourne, Australia:
One will take you to Melbourne, USA
Two will take you to Mele, Cap, Italy
Three will take you to Melekess, Russian Federation
Four will take you to Melenki, Russian Federation
Five will take you to Mélèzes, Rivière aux, Canada
Six will take you to Melfi, Chad

COUNTER-TRAVEL

Travel with a camera, but don't take pictures of the famous landmarks
and tourist attractions. Stand with your back to the sight and snap
that view instead.

DODECATOURISM

All Twelve-travel itineraries should be built around the number twelve.
Examples:
Take a train that leaves at 12.12 and get off at the twelfth stop
Walk or swim along the twelfth line of latitude
Do a tour of hotels, only staying in room number 12
Begin a round-the-world trip with only £/$12/� in your pocket
Journey along motorways or highways that are number 12

INSIDER-TRAVEL

Explore a place following the suggestions of the locals. Do exactly what they
say.
Try doing this in your home town, on the pretence that you are a
foreigner.

LASTMINUTE-TRAVEL

Give yourself a year off to go travelling. During those twelve months,
travel the world by buying last-minute cheap deals from tour
operators. Take a week here, 10 or 15 days there, half board or full
board. The only prerequisite for your travels is that you plan your
route, using the Internet, by linking holidays or flights that are
reduced in price.

(1) From time to time you can go home to rest, do your washing, buy more
pet food, vote, etc.

LITERARY-TRAVEL

Take a literary tour of the world without leaving your sitting room. Start
with an author from your country, and then read a book by someone
from a neighbouring country. Continue until you make your route
around the globe.

MONOPOLY-TRAVEL

Method of city exploration which consists of discovering a capital by
following the layout of its Monopoly board. Visit the streets,
stations, jail, car park, water and electricity companies, etc all by
throwing the dice and following the official rules of the game.

NAMESAKE-TRAVEL

Visit places in your home country that share their name with places abroad
eg, Ellesmere in the UK (but also in Barbados).

OPUS-TRAVEL

Make a journey that is suggested by the title of a piece of art,
literature, music or cinema. For example:

One Night in Bangkok
Round Ireland with a Fridge
Miss Saigon
A Year in Provence

RANDOM-MICRO-TRAVEL

Meet up with friends in a cafe on a Saturday morning
Put your house keys, name and address in an envelope
Mix up all the envelopes and redistribute them randomly
Spend the weekend at the address in the envelope you are given, keeping all
the appointments (lunch, brunch or dinner) made by the usual
occupant.

SLIGHT-HITCH-TRAVEL

Go to your nearest motorway slip-road with a backpack on and a large
piece of card (approx 20*50 cm). Write the name of a faraway
destination on your piece of card eg, Buenos Aires, Shanghai, etc.
Stand by the side of the road, stick your thumb out and wait

SLOW-RETURN-TRAVEL

Pick a destination that is quite far from where you live and take the
quickest form of transport you can find to get yourself home. For the
return journey do the reverse and choose transport that is as slow as
possible.

THALASSO-TRAVEL

Citing an invented burst water pipe or lack of hot water, invite yourself to
take a bath at the house of your friends. Take with you all of the
equipment that you would use in a spa: soap, shampoo, towel,
bath-robe, relaxing music, seaweed scrub, champagne, etc.

TRAVEL-PURSUIT

Follow some friends when they go on holiday and don't let them out of
your sight. Take lots of photos of them using a tele-photo lens. On
their return home, welcome them with a slideshow of their holiday.

TRIP-POKER

Trip Poker is a travel game for four people. All you need is an ordinary
dice. The game is split into three hands. At stake is a journey with
the other players. Each player throws the dice in turn. He or she who
gets the highest number wins the hand.

The winner of the first hand chooses the destination of their trip. The
destination must lie within a specified distance of where the players
live. This distance is calculated by multiplying the number on the
dice by 100 km.

The winner of the second hand decides the date of the weekend away by
adding a number of months onto today's date. That number is on
the face of the winning dice.

The winner of the third hand determines the type of accommodation. Each
number on the dice corresponds to an abode, see below.